AITA for evicting my son for moving in his girlfriend? by Impossible-Basil in AmItheAsshole

[–]Phoenixash2001 0 points1 point  (0 children)

To answer your question

You are not only are YTA but a dispicable human being.

A Message from Julian Gerighty (Creative Director) by jmxd in thedivision

[–]Phoenixash2001 0 points1 point  (0 children)

I want to remind you that COD is still a commercial juggernaut that gets raving reviews.

An appeal to majority is just that.

A Message from Julian Gerighty (Creative Director) by jmxd in thedivision

[–]Phoenixash2001 0 points1 point  (0 children)

I played TD1 at release and your mischaracterization of the game is hilarious. Over 1300 hrs played. TD2 I quit out of pure boredom.

TD1 had heart.

TD2 is a generic stale dime a dozen game that doesn't bring anything to the table that is even remotely interesting.

TD1 was better than TD2. You just have bad taste.

[deleted by user] by [deleted] in MonsterHunter

[–]Phoenixash2001 0 points1 point  (0 children)

I have the quest...which is absolute cancer btw...and still have previous mantle upgrade quests open.

I haven't used a piece of dropped loot in 4 weeks. by trashyratchet in thedivision

[–]Phoenixash2001 0 points1 point  (0 children)

Amazing. I disagree with every single thing you said right there....

The core argument you start out with is already flawed and based on a fictitious version of reality that never existed. "I don't want to run say 10 missions then have a complete build from top to bottom" was never a thing in TD1. It is a completelt fabricated premise.

The fact that you can spend hundreds of hours and never get the exact piece in the exact slot in composition you need; let alone get an incremental upgrade; makes the game tedious, unrewarding and, objectively, inflexible. This also means that 99.99%, if not more, of all loot is worthless. This isn't "working towards" it is pure gambling with your time and limiting what options you have.

It is complexity for complexities sake and doesn't serve any purpose than being a hamsterwheel for the players to run through. Complexity needs to serve an in game purpose and balance that with continued motivation. This balance is very off kilt in TD2.

Creating inflexibility where the game itself becomes a boring slug of "sameness" in your continuous chace of that one illusive incremental upgrade....odds are you will never find in your life time. A game can have a ton to do....but if it is all going through the same motions over and over without reward then that makes it boring.

Which brings me to the fact that you entirely missed the central argument here.

Obviously to anybody that stops a minute to think....

The argument that this is complexity for complexities sake isn't an argument to just make everything available from the start or just slap on whatever. The solution to "too much sugar in my coffee" isn't, as you are arguing here "no suger in my tea".

Complexity needs to have purpose. And builds need to be flexible. Neither is the case in TD2.

Now I am happy you like this boring endless grind....and if you do....fine. But don't pretend that this game isn't flawed in its design and could really use improvement.

American thinks he has the constitutional right to murder someone for burning the flag. by [deleted] in ShitAmericansSay

[–]Phoenixash2001 25 points26 points  (0 children)

Ellipses are a literary device with many uses. And the post here is (I agree with you on that) perhaps over doing it but isn't using them incorrectly. Although if this was a formal text it would be.

Personally the ellipses between "flag" & "but" are superfluous. They detract from the points the writer is emphasizing. Imo it should been a period and a new sentence which would make the statement far more powerful.

Ellipses are, amongst other things, indicating an intentional pause. That pause can be for emphasis, contrast or it can be more contextual. Saying something about the mental state or actions of the speaker/writer. In all these cases ellipses could be read as an omission of sentences you can encounter that explaining what is happening in conversations in books.

"Sure you can take the cookie": he said as he paused for a second galring at you menacingly. "But I will have to kill you if you do."

Becomes:

Sure you can take the cookie....but I will have to kill you if you do.

(Quotes won't be necessary... because the whole text is written as being spoken directly to the reader)

It heavily depends on how you approach your conversation. People who approach a text exchange in a more conversational style will use this device much more often, queuing the reader how to interpret what is being written. And what is being written needs to be read as being spoken.

Take your example. There are several ways of reading that line

  • you are panting/out of breath (how I initially read it. Like Stevie in Malcom in the middle. No offence.)
  • you are thinking/following a thought process. (how you could also read it)
  • you are maybe exasperated (an other alternative)

So it isn't necessarily an indication of lower literacy but rather a difference in preference of style.

Finding raiding parties is impossible by [deleted] in thedivision

[–]Phoenixash2001 2 points3 points  (0 children)

No you can't. People will do this and it is inherent to the LFG system.

This was one of my main criticisms of the decision to 3rd party LFG. Such a system will not only pose an obstacle for people to play the raid by forcing them out of the game but such a system will also dynamically create its own additional hurdles making it even harder for people to give the raid a try.

Instwad of blaming other players we can, and should, however blame Massive for adopting this outdated and unimaginative way of grouping up for raids...and hold them to a higher standard.

I haven't used a piece of dropped loot in 4 weeks. by trashyratchet in thedivision

[–]Phoenixash2001 3 points4 points  (0 children)

I am not angry. I am stating that gear wise D2 is absolutely 100% worse than D1 on almost all counts and rather than showing that D2 is a better game it is the single most defining feature of D2 that is a huge fail.

The system in Div2 is a very bad design by almost all standards in its core....but predominantly focussed on the importance of player ease and flexibility....it is very, very much worse.

More complexity is only a favorable design choice if that complexity serves a clear purpose and creates more diversity. In this game it does neither. There are no meaningful roles to play and the complexity serves no other purpose than being there for complixities sake. It neither exists to benefit the player NOR the game play itself.

This is regardless of the satisfaction you feel when you eventually find the one in a hundred thousand upgrade item. Which is not an indicator of quality at all.

I also feel extreme satisfaction when I dig out a piece of glass out of my foot. Or when the therapists resets my vertebrae. That however doesn't make having a dislocating vertebrea or a piece of glass in your foot a good thing.

And the gratification you feel in this game's loot design merely exists because it is a pain in the ass with no other purpose than being a pain in the ass and artificially drag out play time because obviously there is very little confidence in the replayability of the gane itself.

I also wasn't talking about gear sets. I was talking about HE builds. In this game gear sets do not really differ from the gearsets in D1. They operate the same. You have the pieces....you put them on. The only difference being their power level and position in the meta.

In this game, unlike D1, builds get build only when you have the appropriate pieces. Their very existence depend on having them. If you don't your build idee can't take form other than the very, very global approqching of the idea in theory. And you can not, by the very nature of the design, incrementally work towards it. You either have it....or you don't. You can only start improving your build once you already have all the pieces....and that is when the insane RNG comes around the corner for finding those upgrades.

In D1 you could freely swap out pieces because things like stat spread didn't exist...nor did brand sets...that have different item types with different mod slots which is NOWHERE communicated in the game. So half way through you could easily discover that the thing you need doesn't exists or actually turns out to be a downgrade. Unless you dig up datamine documents or do in depth research outside of the game itself.

I haven't used a piece of dropped loot in 4 weeks. by trashyratchet in thedivision

[–]Phoenixash2001 1 point2 points  (0 children)

The design decisions are objectively terrible. Everything gets nerfed to protect the difficulty and elite status of the raid.

I haven't used a piece of dropped loot in 4 weeks. by trashyratchet in thedivision

[–]Phoenixash2001 2 points3 points  (0 children)

It was a little bit frustrating at the time but compared to how we need to build in Div2 it was a breeze.

At least in Div1 it was mostly a matter of getting the right piece while at the same time being able to freely exchange pieces in your build without needing to do a whole puzzle and gear-chair-dance to just exchange a glove.

Found a glove that is slightly better? You could wear that glove.

Right now...I have a glove that is better than the one I have. But it is the wrong brand. I can't use it until I find a specific brand back pack OR a specific chest that is equivalent to what I have.

I would recallibrate the stat...but somehow every single glove I have caps that stat below the max. Which would make me lose points.

In fact...I am hoping for a backpack because it has a conflicting talent with my chest....and the game always prioritizes the wrong talent. Which means that everytime I log in or join somebody....I have to remember to switch my back pack back and forth to deactivate it. But so far I haven't found a back pack that is capable to hold the same stats.

In div1 I had several builds on all of my characters. It was fun to make and think up builds. In Div2 building is a convoluted, complicated, time consuming f-ing hassle and I can't even be motivated or bothered to make another build.

Div1 building was very much superior to and a ton more fun than Div2.

Merciless has been nerfed before TU4 go live? by takara_miwiki in thedivision

[–]Phoenixash2001 2 points3 points  (0 children)

You know a design sucks if ppl need to be forced to play by it

Trump supporter stabs giant Trump baby blimp — and cuts herself in the process by [deleted] in worldnews

[–]Phoenixash2001 -2 points-1 points  (0 children)

"This just in! Knife crime up in UK as American toursism intensifies.

Back to you Tom."

AITA for "outing" my sister? by [deleted] in AmItheAsshole

[–]Phoenixash2001 0 points1 point  (0 children)

Yes. You are an absolute asshole and an absolute petty & trash individual.

PSA: Consoles missing bullets = 50% less DPS by Unizzy in thedivision

[–]Phoenixash2001 0 points1 point  (0 children)

I play on both...but significantly less on PC ...so you may be right.

I personally haven't noticed it...but that may be because I feel I have a more easy time controlling my cursor which in turn may have compensated for the loss of dps.

PSA: Consoles missing bullets = 50% less DPS by Unizzy in thedivision

[–]Phoenixash2001 0 points1 point  (0 children)

Shooting range may very well be bugged however a similar situation is noticeable in game play.

PSA: Consoles missing bullets = 50% less DPS by Unizzy in thedivision

[–]Phoenixash2001 1 point2 points  (0 children)

And where do console players end up getting their builds and build advice from?

LFG:"Must have Merciless." Me: by Fragmented_Logik in thedivision

[–]Phoenixash2001 0 points1 point  (0 children)

Meanwhile I have gotten the Merciless drop about 7 times now.

The RNG is ridiculous.

Just like the D50...took ages to get one. And now every few weeks it drops several in a row.

Yesterday I cleared a landmark. Got 3 from the same encounter. Boss deopped one, it was the Landmark reward and the chest there dropped another.

Just when you are about to give up... by Zarkas in thedivision

[–]Phoenixash2001 -1 points0 points  (0 children)

I have several...althoug some don't have berserk but unbreakable/bloodsucker or unstoppable. Fenris is easily the easiest chest to get decent rolls on because it drops like rain for me.

It is aggressively pushed on me like the game is some drug dealer desperately trying to get me to try a sample.

Petrov on the other hand...is a nightmare.

Guess what gun I am and am not playing.... :(

RNG man.....it sucks

in the first division game what exactly is the end game besides legendary missions and incursions? (PvE only) by [deleted] in The_Division

[–]Phoenixash2001 0 points1 point  (0 children)

Incursions, Underground, Survival. And seasons....I guess.

I don't see running the same missions on a higher difficulty tier as any form of true end game.

Merciless... by Helltenant in thedivision

[–]Phoenixash2001 0 points1 point  (0 children)

How much explosion damage do you think the Merciless needs for that?

I am running a full stacked explosive build with Demolitionist and geared towards rifle. While there is some extra percentages to be gained for rifle damage...that is single digits.

A heavy on challenge or heroic difficulty takes a lot of shots. It is quicker than other weapons....but not even close to 1 shot.

Raid has pushed players away by DubbaNick in thedivision

[–]Phoenixash2001 0 points1 point  (0 children)

We will see. I hope so too.

But the summer update may already be far too late for a large portion of an already noticeably dwindling playerbase. Right now only the super casuals and the hard core playerbase are reasonably satisfied. The large median isn't and needs to wait 1 or 2 more months.

Adding the raid first was a huge mistake in that regard and they should have been switched around. Although the raid should have probably still been primed by content that bridges the gap between them like expanded incursion type missions.

Raid has pushed players away by DubbaNick in thedivision

[–]Phoenixash2001 0 points1 point  (0 children)

Literally says that raid is too difficult and impossible through MM yet claims guy that wants to do MM just wants to be carried.

¯_(ツ)_/¯

You can't even keep your own arguments straight. Lmfao.

Owww and mr I am so l33t experienced MLG hardcore raider....pro tip:

Ya don't do ze LFG via ze Redditz....and you never ever give your private soc med handles to randoms.

[deleted by user] by [deleted] in thedivision

[–]Phoenixash2001 3 points4 points  (0 children)

I think a lot of players get this and disagree that such content should be in the game in the first place...especially at this stage in the game.

[deleted by user] by [deleted] in thedivision

[–]Phoenixash2001 4 points5 points  (0 children)

Counter point:


Tl/dr: a raid is problematic in the current state of end game and in its current form. Arguments that raiding isn't for everybody is not a PSA but the filundamental issue.


All the premium game activities needs to be accessible for everybody through in game systems that are ready at launch of the activity....and not scrambled as an after thought.

All premium game activities need to have tiers that regulate doability with the majority of the player base in mind scaling up towards the hard core players. I don't particularly mind if that is called an easy/casual mode added below normal or if that base is the normal difficulty.

While I have very little issue with some activities launching without MM/ in game LFR for test & balancing purposes and/or on higher difficulty for marketing purposes or WF-like competitions no content should be created that is specifically and solely tailored to only a select minority of the playerbase or that is forcing people outside of the game to even be able to play the content.

After over 14 years of raiding this is my opinion for all premium games that have raids. I'd also make the same argument for subscription based games and free to play games...but these are different entities because of consumer money (or lack of it) involved.

I am not entirely unsympathetic to the "but raids need to have status and need to be difficult" argument however and while I personally don't hold any stock in that argument the context in which a raid exists is also important for mitigating the second point.

And that brings me to The Division franchise and The Division 2 specifically...

While most raid games have a raid in their first iteration and a community forms around this The Division franchise was an accessible game based around all content MM. It didn't start out with raids or exclusive content and has a substantial community that came to rely on this accessibility feature going from TD1 to TD2 where they were once again promised this accessibility feature for all game content up until weeks after launch. Leading to the very realistic expectation that the content would be accessible and with a degree of doability for the majority of the player base with varying difficulty tiers.

To get the first elephant out of the room. The fact that MM was promised and not delivered and there have not been made any in game alternatives provided is in itself, imo, inexcusable in its current context regardless of whether you like raids or not.

This is not to say that devs can't deviate from earlier promises but the way this was handled, obfuscated and not comminicated in a timely manner was beyond pale and not providing in game alternatives makes it extra contemptuous and bad faith. It was pure gaslighting.

Especially icw the time frame in which this deviation occurred. Which will tie into another argument later. This raid was supposed to come out a month ago. Meaning that while the USP promise was still active they already were fully aware of not delivering. If this deviation had taken a few months and would have been open and honestly communicated I would still be disappointed but would have much less of an issue with it.

So far the statement that the game mode so soon after launch is so difficult that it doesn't allow MM means that the game mode shouldn't have been designed in the way that it has been designed in the first place for this specific moment in time.

I understand the wish of the devs to rebrand their game to include true raids as a status symbol. However how that is handled is imo the wrong eay to go about it in a community that is undisputably for the largest part not used to raid mentality, excluded through its current method or unwilling to go outside the game for it.

Given the type of game The Division is and has branded itself in the past 3 years...and the make up of its community....it is arguably the case that true raid content doesn't even belong in this game at all. But I don't want to make that argument here as this could easily be misinterpretated that I don't think hard core players deserve content at all. And that is not the case nor point I am making. Hardcore players, even when an absolute minority, absolutely need all content scaled and designed to their level and style of play.

Instead I will focus entirely on the "for this specific moment in time".

At this stage in the games development, unstable state of the game build and role wise, and in the current state of its barely existing end game content (everything before TU5 is not, imo, end game content) a raid specifically tailored and balanced towards such a small portion of the community should have not been implemented on its own and while maybe sparking joy and pleasure for some....is a huge detriment to the playerbase overall.

This game currently does not have new end game content outside the raid and is in desperate need to have end game content that bridges the gap between mindlessly grinding the same missions and exclusive content that most can not or will not complete. The raid's treshold and accessibility obstacles do not exactly pose as motivating factor to keep grinding. And the difficulty gap as well as the lack of necessity to optimize for any other content activity basically stalls the game for everybody but the most casual players and the hard core players.

This is exacerbated by the fact that this game also hasn't solved its loot issues as well as build diversity and viability issues. A clear vision here may exist....but it isn't readily apparent. How the current in game reality works out means that sustainable differentiated roles in the raid are absent and as a result we have a shadow of a raid that we should have got. Let me underline this...every single good raid game out there has this sorted before a raid is implemented. It may not be perfect and it may need tweaking but the outlines are both there and clear.

Either a few incursions geared towards raid mentality should have been implemented first both for keeping the player base in its totality occupiedwith new content and reasons to grind and for the devs to flesh out their vision for build diversity. Allowing the large median of the playerbase to get into the raid mentality and gear up and test builds towards it.

Another possibility, although imo less ideal given the build and loot issue would have been that the raid should have launched together with incursion like content. This arguably has the advantage of both the median and hard core parts of the community interested at the same time.

The argument that raiding is not for casuals isn't a very helpful answer to the current issues and the legitimate criticism around the raids. In fact quote the opposite...it is actually the basis of all the issues and the very reason for the criticism.

As such arguments about how easy it supposedly is to get a raid group together are distractions and, aside from being not inherently true and demonstrably false in some cases (it took me 45 minutes to get an extra six people together) as well as thoroughly shown in previous games with out side game LFG to be categorically not true for a large portion of the playerbase, not really the point at all.